Game Development Community

Scripting Question (again)

by Trevor Barnett · in Torque Game Engine · 03/26/2001 (4:58 pm) · 7 replies

I know you guys have said the scripting language was very verstatile, and makes up the core of the V12. Can I create a new ruleset, and apply different ones for each script? IE a server based script has absolute control, but I want the players to be able to script certain things in a bit different format with different commands etc.

#1
03/26/2001 (6:29 pm)
You want the players to be able to write scripts that are interpreted by the scripting language? If your player language is simple, it would be very easy. The scripting language has a C like syntax, global and local variables, functions, etc. You could do almost anything you wanted with it, assuming you were willing to spend the time :)
#2
03/26/2001 (7:09 pm)
OK cool, so I could say have two different versions of the V12 scripting language? For example, if I wanted the player to have a pet cube (bear with me), and I wanted the player to have the ability to pre-program reactions to certain events with the V12 scripting language, it would be possible and have different behavior then say a server side script defining the game. Now lets say there are more than one cube, each with different capabilities, would I be able to say in the scripting language determine different functions and variables for each box(if box==green then you have access to this, else if box==blue then you have access to this)? This is a pretty far fetched example but it is integral to our game.
#3
03/26/2001 (7:23 pm)
Yes, this is all possible. The engine currently limits what can be run on the client side (to prevent cheating), so if you want client side access to some events you'd have to make some changes (not difficult). The thing about client side scripts is that you might want the representation of your cube on other client machines display this new behavior. You could of course upload player scripts to the server, lot's of options.

The engine may not be configured to do everything exactly the way you want it, but since you get the source, you should be set :)
#4
04/04/2001 (11:17 am)
With the original TRIBES you could exportfunctions to get a list is there anything similar with the Vl2?
#5
04/04/2001 (8:40 pm)
Working with T2... there is no way to do that.

We do have a member of the scripter community who is compiling a list of all the functions and the parameters they take. many functions are T2 specific, but it will probably be passed around the T2 scripting sites when completed and will be usefull to v12 users also.
#6
06/15/2001 (7:11 pm)
Hey I am new here so if this was already posted sorry just tell me were. Anyway do you need T2 or T1 to begin scripting or not..... Also do you need T2 for the game engine to work....


Bryan
#7
06/15/2001 (8:00 pm)
No, you don't need T2 for the engine to work. Tribes2 is merely the the first game to use the V12 engine (merely... LOL! There's nothing "mere" about T2). No you don't need Tribes 1 or 2 to begin scripting, you could just wait for the release of the engine. However a background in scripting for either, esspecially Tribes2, would help.